#ifndef GODOT_CPP_ANIMATIONNODESTATEMACHINEPLAYBACK_HPP #define GODOT_CPP_ANIMATIONNODESTATEMACHINEPLAYBACK_HPP #include #include #include #include #include "Resource.hpp" namespace godot { class AnimationNodeStateMachinePlayback : public Resource { struct ___method_bindings { godot_method_bind *mb_get_current_node; godot_method_bind *mb_get_travel_path; godot_method_bind *mb_is_playing; godot_method_bind *mb_start; godot_method_bind *mb_stop; godot_method_bind *mb_travel; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "AnimationNodeStateMachinePlayback"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; } // enums // constants static AnimationNodeStateMachinePlayback *_new(); // methods String get_current_node() const; PoolStringArray get_travel_path() const; bool is_playing() const; void start(const String node); void stop(); void travel(const String to_node); }; } #endif